This post has potentially manipulated dice roll results.
Axe Beak #1 will attack Flint: 13 Axe Beak #2 will attack Bjorn: 24 Axe Beak #3 will attack Enoch: 9 Axe Beak #4 will attack Essendrum: 7 Axe Beak #5 goes to attack Kiza but jolts from a crossbow bolt coming from the left of the map. It's attack is interrupted but it does turn to race after Kiza.
Axe Beak #1 will attack Flint: 17 Axe Beak #2 will attack Bjorn: 14 Axe Beak #3 will attack Enoch: 5 Axe Beak #4 will attack Essendrum: 17 Axe Beak #5 goes to attack Kiza but jolts from a crossbow bolt coming from the left of the map. It's attack is interrupted but it does turn to race after Kiza.
All attacks except for the 1 upon Essendrum miss. The Axe Beak lashes out to nip the wizard. The creature bites but, the attack hits some unseen barrier around the wizard, preventing any damage to the wizard. Damage to his mystical shield: 7 -from my understanding: Bjorn places his hand upon his holy symbol and briefly glows with an inner holy light. a golden aura flashes around Enoch, Flint and Kiza, all affected by Bless
It sounds like the axe beaks have run up in front of the party in a line. If he can, Essendrum will cast Web so that the front edge of the 20 foot cube is in front of the party and the rest extends toward the foes. This should allow him to web three axe beaks and their riders and might also catch a fourth if it is behind the others because of the crossbow bolt. DC 17 dexterity saves for all to avoid being caught in the webs.
Essendrum also telepathically tells his raven to fly high and scout the two giants he spotted.
”Our larger concern is a pair of giants in that direction…as the crow flies, so the saying goes,” he says to his companions.
Just barely managing to deflect the Axe Beak's sharp...axe-shaped beak, Spike bellows, "Yer gonna pay fer that!" as his eyes flash with anger and a wordless cry of rage escapes his lips. Charging up through the air, he engages the orc riding the axe beak that just attacked him, attempting to slam spikes into the foe's body with an unnaturally intense vigor!
It sounds like the axe beaks have run up in front of the party in a line. If he can, Essendrum will cast Web so that the front edge of the 20 foot cube is in front of the party and the rest extends toward the foes. This should allow him to web three axe beaks and their riders and might also catch a fourth if it is behind the others because of the crossbow bolt. DC 17 dexterity saves for all to avoid being caught in the webs.
Essendrum also telepathically tells his raven to fly high and scout the two giants he spotted.
”Our larger concern is a pair of giants in that direction…as the crow flies, so the saying goes,” he says to his companions.
The raven flies off into the direction Essendurm say the giant forms. OCC: Using the map below, tell me where Essendrum will direct his spell. (I've did an update to show how the orc/axe beaks have moved)
"Spike" bellows out. The enraged dwarf in spike armor leaps towards the Axe Beak's rider. The orc's visage changes from one of demonic confidence to surprise then fear as the dwarf in spiked armor impales himself on the orc. Both tumble off the back of the Axe Beak and hit the ground. A large amount of air escapes the Orc as Spike lands on top of him. Spikegets up but the Orc does not. ((OCC: Spike has moved to a spot between the Axe Beak that attacked him and the corner of the closest building.))
Along the fence in front of Bjorn, Spike, and Essendrum to catch those three axe beaks and their riders. The webs will fill the area extending back to the building behind. The Magmin closest to Essendrum will be in the area but will burn free in one round in his 5x5 area.
The one closest to where Kiza is moving to (presumably) pauses and seems to be waiting for something. The 2 remaining Magmin are backing away from the battle. It appears they are going to go around to the other side of the closest building. They do not leave during this round, hesitating for some unknown reason. OCC: Will wait for Essendrum's spell resolution prior to the 4th Magmin action.
Along the fence in front of Bjorn, Spike, and Essendrum to catch those three axe beaks and their riders. The webs will fill the area extending back to the building behind. The Magmin closest to Essendrum will be in the area but will burn free in one round in his 5x5 area.
Note: #2 does not have a rider. The Magmin and the riderless Axe Beak saves. -If I am interpreting this right, Spike's actions would have put him within the spells path so, I will need a saving throw from Spike.
The 4 Magmin turn and flee around the other side of the building in front of the party. Orcs #1 & 3 are entangled by the spell. Orc #2 has been killed by Spike.
Orc # 4 uses a spike club, trying to hit Enoch. Attack: 15 Damage, if hits: 4 Orc # 5 (the one in the back, nearer to the Magmin) fumbles with a javelin and launches it towards Essendrum. Attack: 24 Damage, if hits: 6
Note: #2 does not have a rider. The Magmin and the riderless Axe Beak saves. -If I am interpreting this right, Spike's actions would have put him within the spells path so, I will need a saving throw from Spike.
The 4 Magmin turn and flee around the other side of the building in front of the party. Orcs #1 & 3 are entangled by the spell. Orc #2 has been killed by Spike.
Orc # 4 uses a spike club, trying to hit Enoch. Attack: 15 Damage, if hits: 4 Orc # 5 (the one in the back, nearer to the Magmin) fumbles with a javelin and launches it towards Essendrum. Attack: 24 Damage, if hits: 6
The Orc misses Enoch. The Orc javelin however flies true but bounces off Essendrum's arcane barrier. (6more damage to it) Enoch may act.
This post has potentially manipulated dice roll results.
"What a mess!" thought the paladin as he drew his sword and gripped his shield tightly. There was no opportunity to redeem these miscreants--they clearly had to be stopped first.
Quickly saying a prayer to activate his defensive magic, he then rushed toward the nearest orc tangled in the web. "Cease!" he yelled as he swung.
BONUS: Cast Shield of Faith, increasing his AC by 2 for 10 minutes MOVE: Any necessary to get to the nearest orc in the web ACTION: Attack orc with longsword, smiting him with a 1st-level spell slot if it connects * Longsword Slash - Attack: 30, Damage: 9 slashing + Unable to parse dice roll. radiant (add 6 plus 5 on crit) REACTION: When the first ally within 5 feet of Enoch is attacked, he'll use his Protection fighting style to cause disadvantage to the attack roll
Orc Initiative: 5
Magmin Initiative: 20
Axe Beak: 9
Initiative order:
Kaza: 17
Axe Beak: 17
Bjorn: 17
Flint: 16
Essendrun: 7
Magmin: 5
Orc: 4
Enoch: 0
The Orcs riding Axe Beaks swiftly close on the party.
Kiza may act.
Kiza sheathes her rapier with thunderous energy and attacks the closest rider on the axebeak. booming blade
Hit - 9 I assume a miss
She then uses cunning action to disengage and move to the back of the party
End of Turn
Axe Beak #1 will attack Flint: 13
Axe Beak #2 will attack Bjorn: 24
Axe Beak #3 will attack Enoch: 9
Axe Beak #4 will attack Essendrum: 7
Axe Beak #5 goes to attack Kiza but jolts from a crossbow bolt coming from the left of the map. It's attack is interrupted but it does turn to race after Kiza.
All attacks except for the 1 upon Essendrum miss. The Axe Beak lashes out to nip the wizard. The creature bites but, the attack hits some unseen barrier around the wizard, preventing any damage to the wizard.
Damage to his mystical shield: 7
-from my understanding:
Bjorn places his hand upon his holy symbol and briefly glows with an inner holy light. a golden aura flashes around Enoch, Flint and Kiza, all affected by Bless
Flint & Essendrum may act.
It sounds like the axe beaks have run up in front of the party in a line. If he can, Essendrum will cast Web so that the front edge of the 20 foot cube is in front of the party and the rest extends toward the foes. This should allow him to web three axe beaks and their riders and might also catch a fourth if it is behind the others because of the crossbow bolt. DC 17 dexterity saves for all to avoid being caught in the webs.
Essendrum also telepathically tells his raven to fly high and scout the two giants he spotted.
”Our larger concern is a pair of giants in that direction…as the crow flies, so the saying goes,” he says to his companions.
"Spike":
Just barely managing to deflect the Axe Beak's sharp...axe-shaped beak, Spike bellows, "Yer gonna pay fer that!" as his eyes flash with anger and a wordless cry of rage escapes his lips. Charging up through the air, he engages the orc riding the axe beak that just attacked him, attempting to slam spikes into the foe's body with an unnaturally intense vigor!
Bonus Action/Rage
Attack Action:
Unarmed Attack/Tavern Brawler/Blessed Spiked Armor Rage-Fueled Attack: 25 Damage: 8
Unarmed Attack/Tavern Brawler/Blessed Spiked Armor Rage-Fueled Attack: 13 Damage: 7
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The raven flies off into the direction Essendurm say the giant forms.

OCC: Using the map below, tell me where Essendrum will direct his spell. (I've did an update to show how the orc/axe beaks have moved)
"Spike" bellows out. The enraged dwarf in spike armor leaps towards the Axe Beak's rider.
The orc's visage changes from one of demonic confidence to surprise then fear as the dwarf in spiked armor impales himself on the orc. Both tumble off the back of the Axe Beak and hit the ground. A large amount of air escapes the Orc as Spike lands on top of him.
Spike gets up but the Orc does not.
((OCC: Spike has moved to a spot between the Axe Beak that attacked him and the corner of the closest building.))
Along the fence in front of Bjorn, Spike, and Essendrum to catch those three axe beaks and their riders. The webs will fill the area extending back to the building behind. The Magmin closest to Essendrum will be in the area but will burn free in one round in his 5x5 area.
The one closest to where Kiza is moving to (presumably) pauses and seems to be waiting for something.
The 2 remaining Magmin are backing away from the battle. It appears they are going to go around to the other side of the closest building.
They do not leave during this round, hesitating for some unknown reason.
OCC: Will wait for Essendrum's spell resolution prior to the 4th Magmin action.
Spike:
Spike roars with pain as he is burned by this strange little fiery creature.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Magmin save: 18
Orc/Axe Beak #1 save: 14
Orc/Axe Beak #2 save: 19
Orc/Axe Beak #3 save: 7
Note: #2 does not have a rider.
The Magmin and the riderless Axe Beak saves.
-If I am interpreting this right, Spike's actions would have put him within the spells path so, I will need a saving throw from Spike.
The 4 Magmin turn and flee around the other side of the building in front of the party.
Orcs #1 & 3 are entangled by the spell.
Orc #2 has been killed by Spike.
Orc # 4 uses a spike club, trying to hit Enoch.
Attack: 15
Damage, if hits: 4
Orc # 5 (the one in the back, nearer to the Magmin) fumbles with a javelin and launches it towards Essendrum.
Attack: 24
Damage, if hits: 6
The Orc misses Enoch.
The Orc javelin however flies true but bounces off Essendrum's arcane barrier. (6 more damage to it)
Enoch may act.
OCC: Sorry, did an edit on that due to the Web spell not being resolved. But do need a save from Spike vs. the Web spell.
If spike moves up I’ll just target the next three axe beaks.
But of course if Spike moves into the area AFTER I cast the web, then yes, he has to save.
Spikes Dexterity save should it become relevant: 16
(Editing to force roll)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"What a mess!" thought the paladin as he drew his sword and gripped his shield tightly. There was no opportunity to redeem these miscreants--they clearly had to be stopped first.
Quickly saying a prayer to activate his defensive magic, he then rushed toward the nearest orc tangled in the web. "Cease!" he yelled as he swung.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
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